封面
市場調查報告書
商品編碼
1452999

全球手持遊戲機市場 2024-2031

Global Handheld Game Console Market 2024-2031

出版日期: | 出版商: Orion Market Research | 英文 130 Pages | 商品交期: 2-3個工作天內

價格

由於技術進步、可支配收入增加、消費者偏好變化以及各種遊戲選擇的可用性不斷增加,預計全球手持遊戲機市場在預測期內(2023-2030年)將以8.2%的CAGR成長。無需網路連線即可隨時隨地在線上玩遊戲的能力是攜帶式遊戲機的主要優勢之一。此外,這些遊戲機比家用電玩遊戲機更輕、更緊湊,這一事實有助於市場進一步擴大。技術發展一直是市場成長的主要動力。遊戲機中使用的硬體和軟體技術隨著時間的推移經過遊戲機製造商的不斷創新和改進。遊戲機最引人注目的技術發展是圖形技術。圖形品質已從早期系統中的 8 位元圖形顯著提高到當代遊戲機中的 4K 解析度。

細分市場前景

全球手持遊戲機市場按產品、平台和最終用戶細分。根據產品,市場細分為遊戲機、Xbox、雷蛇 Switchblade、任天堂 Switch 等。根據平台,市場分為 iOS、Android、Windows 和 Linux。此外,根據最終用戶,市場分為成人和兒童。在最終用戶中,成人細分市場預計將佔據相當大的市場佔有率。大約 88% 的 16-24 歲玩家在電子設備上玩遊戲,大多數 16-24 歲玩家在線上玩遊戲,與其他玩家一起玩或與其他玩家一起玩。

預計任天堂 Switch 細分市場將在全球手持遊戲機市場中佔據相當大的佔有率

其中,Nintendo Switch子細分市場預計將在全球手持遊戲機市場佔據相當大的佔有率。在其競爭對手中,Nintendo Switch 的獨特之處在於它是一款混合設備,既可以用於外部螢幕上的對接遊戲,也可以用於攜帶式遊戲。其混合功能使其吸引了廣泛的用戶,第一方和第三方開發人員都為其提供了大量支援。它可以用作攜帶式手持設備或連接到顯示器或電視的傳統家用控制台。這使得 Switch 能夠同時瞄準兩個市場。此外,由於其適應性強,控制台是一種方攜帶帶的小工具。任天堂新開發的Switch Lite等產品為用戶提供了更多選擇。 Switch Lite 只能用作攜帶式設備,與原始 Switch 不同,它不相容於外部顯示器。 Switch Lite 的好處是它比基本型號 Switch 成本更低,因此適合不打算將其設備用作家用遊戲機的玩家。系統隨附的兩個 Joy-Con 控制器可實現一些創意的遊戲玩法。在電子遊戲《Let's Go, Pikachu!》中,Joy-Con 用於投擲精靈球和捕捉精靈寶可夢!和我們走吧,伊布!這比僅僅按下按鈕感覺更真實

區域展望

全球手持遊戲機市場根據地理位置進一步細分,包括北美(美國和加拿大)、歐洲(英國、義大利、西班牙、德國、法國和歐洲其他地區)、亞太地區(印度、中國、日本、韓國和亞洲其他地區)以及世界其他地區(中東和非洲以及拉丁美洲)。其中,由於技術優勢,預計北美將在全球市場中佔據顯著佔有率。進步、增加可支配收入、更大的消費者基礎和該地區的主要市場參與者。根據娛樂軟體協會的數據,75% 的美國人家庭中至少有一名遊戲玩家,而美國遊戲玩家的平均年齡為33歲。由於客戶群不斷增加,對遊戲機及相關產品的需求顯著增加,推動了區域產業的發展。

預計亞太地區全球手持遊戲機市場將以顯著的複合CAGR成長

在所有地區中,亞太地區預計在預測期內將以相當大的CAGR成長,因為該地區主要市場參與者的存在、人口可支配收入的增加以及年輕遊戲人口的快速成長,尤其是在國家,例如中國、日本、韓國和印度。索尼等主要廠商憑藉其 PlayStation 佔據了市場主導地位,該遊戲機在日本和韓國等國家很受歡迎,因為遊戲是這些國家文化的主要組成部分。隨著掌上型遊戲機遊戲產業的不斷擴張,日本將成為抓住這些成長機會的黃金地點。與其他亞洲數位遊戲市場相比,主機遊戲在日本尤其重要,因為主要主機製造商(Sony、任天堂和世嘉)的總部都在日本。

市場參與者展望

服務手持遊戲機市場的主要公司包括 Adob​​e Systems Incorporated、Google Inc. (DoubleClick)、AOL Inc. (Verizon Communications Inc.)、Yahoo Inc.、Beeswax 等。市場參與者透過各種策略(包括併購、合作、合作、融資和新產品發布),為市場成長做出了巨大貢獻,以保持市場競爭力。例如,2022 年 8 月,羅技 G 和騰訊遊戲宣佈建立合作夥伴關係,將雲端遊戲掌上電腦推向市場,該產品將羅技 G 的硬體專業知識與騰訊遊戲的軟體服務專業知識相結合。為了讓玩家在離開遊戲機或 PC 時也能玩 AAA 遊戲,新裝置將支援各種雲端遊戲服務。兩家公司正在與 Xbox Cloud Gaming 和 NVIDIA GeForce NOW 團隊合作。

報告涵蓋:

  • 2022年市場價​​值資料分析及2030年預測。
  • 每個細分市場的年化市場收入(百萬美元)。
  • 主要地理區域的國家分析。
  • 在全球手持遊戲機市場中營運的主要公司。根據現有資料,報告中還提供了與新產品發布相關的資訊以及相關新聞。
  • 透過確定未來強勁成長的關鍵細分市場來分析業務策略。
  • 市場進入和市場擴張策略分析。
  • 透過識別市場中「誰的立場」來制定競爭策略。

目錄

第 1 章:報告摘要

  • 目前行業分析及成長潛力展望
  • 研究方法和工具
  • 市場區隔
    • 按細分
    • 按地區

第 2 章:市場概述與見解

  • 報告範圍
  • 分析師見解和當前市場趨勢
    • 主要發現
    • 建議
    • 結論

第 3 章:競爭格局

  • 主要公司分析
  • Atari, Inc.
    • 概述
    • 財務分析
    • SWOT分析
    • 最近的發展
  • Sony Corporation
    • 概述
    • 財務分析
    • SWOT分析
    • 最近的發展
  • Nintendo
    • 概述
    • 財務分析
    • SWOT分析
    • 最近的發展
  • Nvidia Corp
    • 概述
    • 財務分析
    • SWOT分析
    • 最近的發展
  • Microsoft Corp
    • 概述
    • 財務分析
    • SWOT分析
    • 最近的發展
  • 關鍵策略分析

第 4 章:市場細分

  • 按產品分類的全球手持遊戲機市場
    • 遊戲機
    • Xbox
    • 雷蛇彈簧刀
    • 任天堂開關
    • 其他(Steam Deck、ROG Ally)
  • 按平台分類的全球手持遊戲機市場
    • iOS系統
    • 安卓
    • 視窗
    • Linux
  • 全球手持遊戲機市場(按最終用戶)
    • 成年人
    • 孩子們

第 5 章:區域分析

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 義大利
    • 西班牙
    • 法國
    • 歐洲其他地區
  • 亞太
    • 中國
    • 印度
    • 日本
    • 韓國
    • 亞太其他地區
  • 世界其他地區

第 6 章:公司簡介

  • Corsair Memory Inc.
  • Gameloft
  • LeapFrog
  • Logitech
  • Mad Catz
  • ONEXPLAYER
  • Razer Inc.
  • Rockstar Games, Inc.,
  • Sega of America, Inc.
  • SteelSeries
  • Ubisoft
  • Valve
  • VTech Holdings Ltd.
  • Wikipad, Inc.
Product Code: OMR2028201

Global Handheld Game Console Market Size, Share & Trends Analysis Report by Product (PlayStation, Xbox, Razer Switchblade, Nintendo Switch, and Others (Steam Deck, ROG Ally), by Platform (iOS, Android, Windows, and Linux), and by End-Users (Adults and Children), Forecast Period (2023-2030)

The global Handheld Game Console market is anticipated to grow at a CAGR of 8.2% during the forecast period (2023-2030) owing to the technological advancements, increasing disposable incomes, changing consumer preferences and the rising availability of various gaming options. The ability to play games online as well as the anywhere without the need for an Internet connection is one of the major benefits of portable gaming consoles. Additionally, the fact that these consoles are lighter and more compact than home video game consoles has helped the market expand further. Technological developments have been a major growth driver in the market. The hardware and software technologies utilized in game consoles have undergone continuous innovation and improvement over time by the console manufacturers. The most notable technical development in game consoles has been the graphics technology; graphics quality has significantly improved from 8-bit graphics in early systems to 4K resolutions in contemporary consoles.

Segmental Outlook

The global Handheld Game Console market is segmented by the product, platform, and end-users. Based on the product, the market is sub-segmented into playstation, xbox, razer switchblade, nintendo switch, and others. Based on the platform, the market is sub-segmented into iOS, android, windows, and linux. Further, based on end-users, the market is sub-segmented into adults and children. Among the end-users, the adults sub-segment is anticipated to hold a considerable share of the market. Around 88% of those aged 16-24 were playing games on an electronic device and most 16-24-year-old gamers played online, either against or alongside other players.

The Nintendo Switch Sub-Segment is Anticipated to Hold a Considerable Share of the Global Handheld Game Console Market

Among the product, the Nintendo switch sub-segment is expected to hold a considerable share of the global handheld game console market. Among its rivals, the Nintendo Switch is unique in that it is a hybrid device that can be used for both docked gameplay on an external screen and portable gaming. Its hybrid features make it appealing to a broad range of users, and both first-party and third-party developers offer it a lot of support. It may function as a portable handheld device or as a conventional home console that is linked to a monitor or television. This allows the Switch to target two markets simultaneously. Additionally, the console is a convenient gadget to travel with due to its adaptability. Nintendo new developed product such as the Switch Lite offering users even more choices. The Switch Lite can only be used as a portable device it is not compatible with external monitors, unlike the original Switch. The benefit of the Switch Lite is that it less costly than the base model Switch, so for players who do not intend to use their device as a home console. Two Joy-Con controllers that are included with the system enable some creative gameplay. A Joy-Con is used to throw Poke Balls and capture Pokemon in the video games Let's Go, Pikachu! and Let's Go, Eevee!. This makes it feel more realistic than merely pressing a button

Regional Outlook

The global Handheld Game Console market is further segmented based on geography including North America (the US, and Canada), Europe (UK, Italy, Spain, Germany, France, and the Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, and Rest of Asia), and the Rest of the World (the Middle East & Africa, and Latin America. Among these, North America is anticipated to hold a prominent share of the market across the globe, owing to technological advancement, increasing disposable incomes, presence of larger consumer base and major market players in the region. According to the Entertainment Software Association, 75% of Americans have at least one gamer in their household, and the average age of a gamer in the US is 33 years old. The demand for gaming consoles and associated items has increased significantly due to the rising customer base, propelling the regional industry.

The Asia-Pacific Region is Expected to Grow at a Significant CAGR in the Global Handheld Game Console Market

Among all regions, the Asia-Pacific regions is anticipated to grow at a considerable CAGR over the forecast period owing to the due to the presence of major market players, increasing disposable income of the population and rapidly growing young gaming population in this region particularly in countries, such as China, Japan, South Korea, and India. Major players such as Sony dominates the market with its PlayStation, which is popular in countries, such as Japan and South Korea, where gaming is a major part of the culture. As the handheld game gaming industry continues to expand, Japan's will be the prime location to capture these growth opportunities. Console games are particularly crucial in Japan compared to other Asian digital gaming markets, as the headquarters of major console manufacturers (Sony, Nintendo, and Sega) are in Japan.

Market Players Outlook

The major companies serving the Handheld Game Console market include Adobe Systems Incorporated, Google Inc. (DoubleClick), AOL Inc. (Verizon Communications Inc.), Yahoo Inc., Beeswax, and others. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, collaborations, funding, and new product launches, to stay competitive in the market. For instance, in August 2022, Logitech G and Tencent Games announced a partnership to bring a cloud gaming handheld to market which will combine Logitech G's expertise in hardware with Tencent Games' expertise in software services. To enable players to play AAA games when they are away from their console or PC, the new gadget will support a variety of cloud gaming services. Both firms are collaborating with the Xbox Cloud Gaming and NVIDIA GeForce NOW teams.

The Report Covers:

  • Market value data analysis of 2022 and forecast to 2030.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global handheld game console market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies.
  • Competitive strategies by identifying 'who-stands-where' in the market.

Table of Contents

1.Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • 1.1.Research Methods and Tools
  • 1.2.Market Breakdown
    • 1.2.1.By Segments
    • 1.2.2.By Region

2.Market Overview and Insights

  • 2.1.Scope of the Report
  • 2.2.Analyst Insight & Current Market Trends
    • 2.2.1.Key Findings
    • 2.2.2.Recommendations
    • 2.2.3.Conclusion

3.Competitive Landscape

  • 3.1.Key Company Analysis
  • 3.2.Atari, Inc.
    • 3.2.1.Overview
    • 3.2.2.Financial Analysis
    • 3.2.3.SWOT Analysis
    • 3.2.4.Recent Developments
  • 3.3.Sony Corporation
    • 3.3.1.Overview
    • 3.3.2.Financial Analysis
    • 3.3.3.SWOT Analysis
    • 3.3.4.Recent Developments
  • 3.4.Nintendo
    • 3.4.1.Overview
    • 3.4.2.Financial Analysis
    • 3.4.3.SWOT Analysis
    • 3.4.4.Recent Developments
  • 3.5.Nvidia Corp
    • 3.5.1.Overview
    • 3.5.2.Financial Analysis
    • 3.5.3.SWOT Analysis
    • 3.5.4.Recent Developments
  • 3.6.Microsoft Corp
    • 3.6.1.Overview
    • 3.6.2.Financial Analysis
    • 3.6.3.SWOT Analysis
    • 3.6.4.Recent Developments
  • 3.7.Key Strategy Analysis

4.Market Segmentation

  • 4.1.Global Handheld Game Console Market by Product
    • 4.1.1.PlayStation
    • 4.1.2.Xbox
    • 4.1.3.Razer Switchblade
    • 4.1.4.Nintendo Switch
    • 4.1.5.Others (Steam Deck, ROG Ally)
  • 4.2.Global Handheld Game Console Market by Platform
    • 4.2.1.iOS
    • 4.2.2.Android
    • 4.2.3.Windows
    • 4.2.4.Linux
  • 4.3.Global Handheld Game Console Market by End-user
    • 4.3.1.Adults
    • 4.3.2.Children

5.Regional Analysis

  • 5.1.North America
    • 5.1.1.United States
    • 5.1.2.Canada
  • 5.2.Europe
    • 5.2.1.UK
    • 5.2.2.Germany
    • 5.2.3.Italy
    • 5.2.4.Spain
    • 5.2.5.France
    • 5.2.6.Rest of Europe
  • 5.3.Asia-Pacific
    • 5.3.1.China
    • 5.3.2.India
    • 5.3.3.Japan
    • 5.3.4.South Korea
    • 5.3.5.Rest of Asia-Pacific
  • 5.4.Rest of the World

6.Company Profiles

  • 6.1.Corsair Memory Inc.
  • 6.2.Gameloft
  • 6.3.LeapFrog
  • 6.4.Logitech
  • 6.5.Mad Catz
  • 6.6.ONEXPLAYER
  • 6.7.Razer Inc.
  • 6.8.Rockstar Games, Inc.,
  • 6.9.Sega of America, Inc.
  • 6.10.SteelSeries
  • 6.11.Ubisoft
  • 6.12.Valve
  • 6.13.VTech Holdings Ltd.
  • 6.14.Wikipad, Inc.

LIST OF TABLES

  • 1.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2023-2031 ($ MILLION)
  • 2.GLOBAL HANDHELD PLAYSTATION CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 3.GLOBAL HANDHELD XBOX CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 4.GLOBAL HANDHELD RAZER SWITCHBLADE CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 5.GLOBAL HANDHELD NINTENDO SWITCH CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 6.GLOBAL HANDHELD OTHER GAMING CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 7.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2023-2031 ($ MILLION)
  • 8.GLOBAL IOS HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 9.GLOBAL ANDROID HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 10.GLOBAL WINDOWS HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 11.GLOBAL LINUX HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 12.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 13.GLOBAL HANDHELD GAME CONSOLE FOR ADULTS MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 14.GLOBAL HANDHELD GAME CONSOLE FOR CHILDREN MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 15.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 16.NORTH AMERICAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2023-2031 ($ MILLION)
  • 17.NORTH AMERICAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2023-2031 ($ MILLION)
  • 18.NORTH AMERICAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2023-2031 ($ MILLION)
  • 19.NORTH AMERICAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 20.EUROPEAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2023-2031 ($ MILLION)
  • 21. EUROPEAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2023-2031 ($ MILLION)
  • 22.EUROPEAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2023-2031 ($ MILLION)
  • 23. EUROPEAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 24.ASIA- PACIFIC HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2023-2031 ($ MILLION)
  • 25.ASIA- PACIFIC HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2023-2031 ($ MILLION)
  • 26.ASIA- PACIFIC HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2023-2031 ($ MILLION)
  • 27.ASIA- PACIFIC HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 28.REST OF THE WORLD HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 29.REST OF THE WORLD HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2023-2031 ($ MILLION)
  • 30.REST OF THE WORLD HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2023-2031 ($ MILLION)
  • 31.REST OF THE WORLD HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)

LIST OF FIGURES

  • 1.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2023 VS 2031 (%)
  • 2.GLOBAL HANDHELD PLAYSTATION CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 3.GLOBAL HANDHELD XBOX CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 4.GLOBAL HANDHELD RAZER SWITCHBLADE CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 5.GLOBAL HANDHELD NINTENDO SWITCH CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 6.GLOBAL HANDHELD OTHER GAMING CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 7.GLOBAL HANDHELD CONSOLE MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2023 VS 2031 (%)
  • 8.GLOBAL IOS HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 9.GLOBAL ANDROID HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 (%)
  • 10.GLOBAL WINDOWS HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 (%)
  • 11.GLOBAL LINUX HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 (%)
  • 12.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY END-USER, 202 VS 2031 (%)
  • 13.GLOBAL HANDHELD GAME CONSOLE FOR ADULTS MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 14.GLOBAL HANDHELD GAME CONSOLE FOR CHILDREN MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 15.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 16.US HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 17.CANADA HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 18.UK HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 19.FRANCE HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 20.GERMANY HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 21.ITALY HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 22.SPAIN HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 23.REST OF EUROPE HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 24.INDIA HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 25.CHINA HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 26.JAPAN HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 27.SOUTH KOREA HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 28.REST OF ASIA-PACIFIC HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 29.REST OF THE WORLD HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 30.LATIN AMERICA DRILL BIT MARKET SIZE, 2023-2031 ($ MILLION)
  • 31.THE MIDDLE EAST AND AFRICA DRILL BIT MARKET SIZE, 2023-2031 ($ MILLION)